
- Introduction
The origin of game addiction started with evolution and ease in access of technology. By Addiction is any compulsive activity or involvement which decreases a person's ability to deal with other aspects of his life to a point where the activity or involvement comprises the dominant source of emotional reinforcement and identity for the person.
Addictive behaviors are irresistible, repetitive and may even be harmful. Some examples include gambling, internet use, shopping, online game playing and eating disorders. Such behavioral addictions resemble each other psychologically and often show similarity with substance addiction
Online game playing is trendy and adopted activity followed by kids of this generation. Even though the elders are also not an exception in this. Good aspects include the mental exercise and training, improvement in recursive and proactive thinking, increase in amiability, enhanced interpretability, and increase in mental activity.

These developments have led to the recognition of Gaming disorder (sometimes termed “video game addiction”)—a disorder characterized by persistent gaming, impaired control, and functional impairment. The two major diagnostic systems for mental disorders, the DSM-5 and ICD-11, have recognized gaming as a disorder and advocated for the need to better understand this condition. In the case of the DSM-5, gaming disorder is listed as a condition for further study, not an official disorder. However, Gaming disorder (GD) has recently been included in the forthcoming ICD-11. For simplicity, this chapter will refer to gaming disorder to refer to the broad collection of terms used in the literature to refer to the most extreme patterns of gaming-related problems as described in the DSM/ICD. Definitions of GD refer to “persistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically significant impairment or distress” (APA, 2013, p. 795). In the DSM-5, GD is indicated by meeting five or more of the following criteria (which are similar to gambling and substance disorders) in a 12-month period:

- Preoccupation. Thinking about previous gaming activity or anticipation of playing the next game; Internet gaming becomes the dominant activity in daily life.
- Withdrawal. Symptoms typically including irritability, anxiety, or sadness when Internet gaming is taken away, but there are no physical signs of pharmacological withdrawal.
- Tolerance. The need to spend increasing amounts of time engaged in Internet games.
- Loss of control. Unsuccessful attempts to control the participation in Internet games.
- Loss of non gaming interests. Loss of interest in previous hobbies and entertainment as a result of and with the expectations of Internet games.
- Gaming despite harms. Continued excessive use of Internet games despite knowledge of psychosocial problems.
- Deception of others about gaming. Deception of family members, therapists, or others regarding the amount of Internet gaming.
- Gaming for escape or mood relief. Use of Internet games to escape or relieve a negative mood.
- Conflict/interference due to gaming. Has jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in Internet games.
- World Health Organization
The World Health Organization (WHO) had proposed and later included "gaming disorder" in the 11th revision of the International Statistical Classification of Diseases and Related Health Problems (ICD-11), released in June 2018, which was approved by the World Health Assembly in May 2019.[4][18][19] the use and enforcement of ICD-11 is expected to start on 1 January 2022.

Conclusion and Future Quantitative approach can help to remain in flow state and enjoy game without being addicted. Lack of quantitative Techniques for Assessment. Increasing number of addiction patients in playing games. Flow is needed to be separated from addiction to use games for education purpose to maximize human brain function, at the same time we have to avoid the addiction. There are several methodological constraints in gaming addiction research to date, one of the most important being that the majority of research depends on survey assessments. Self-reporting techniques and retrospective assessments rely exclusively on the data limits and the reliability of self-description of an individual's feelings and moods. There is a need for physiological techniques by which objective observations of gaming behavior can be more genuinely understood the benefits of being in a state of “flow” while avoiding the state of addiction.
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